Unreal Engine 5 Tutorial - Localization Part 2: String Tables

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Ryan Laley

Ryan Laley

Күн бұрын

Пікірлер: 11
@PonPonTheBonBon
@PonPonTheBonBon 2 ай бұрын
It is a good practice to keep the key more descriptive than the string/translation. A good rule is that, if the same text is used in different contexts, it should be separate keys. This is because, even though the text might be the same in your source language, it can be different in other languages. Example; if you have a string that represents the direction left, called "left" in English, then you also have information specifying how much is left over, also called "left", these must be separate keys/strings, because most langauges have these as different words.
@the_untextured
@the_untextured 27 күн бұрын
"Jagur" Lol. Thanks for the video though. Very useful!
@MGamingStudios
@MGamingStudios 7 ай бұрын
I never thought I would need Localization in my game, Amazing Work 🙌👏
@sebi2205
@sebi2205 6 ай бұрын
Thanks for the great tutorial - to the point, as always. That explains the static stuff. Now I wonder: How would I localize my dynamic parts, like Items? It would be great to see, for example, how this combines with the ItemData table from your inventory system tutorials.
@TSREMYO82
@TSREMYO82 7 ай бұрын
Imma say it, you typed Jagur instead of Jugar. Have a nice day!
@FrameFusion00
@FrameFusion00 7 ай бұрын
Hey Rayan, Just a thought, you know how some languages are written differently than English, right? Like, they go from right to left instead of left to right. Now, this isn’t usually a problem because most UI elements are centered. But what if you have a widget on the left? If you translate it to a language that’s written differently, like Arabic or Urdu, or even more complex like traditional Chinese (since it could mess up even the centered UI) than should yo create a separate widget for each language family, or is there a simpler way to handle this?
@OriginRow
@OriginRow 7 ай бұрын
Yeah I too got this in mind. I found a mediocre solution. Like call culture on loop in function library and call it in every WB on pre-construct. So, you can adjust canvas slot or texts whatever you like.
@PonPonTheBonBon
@PonPonTheBonBon 2 ай бұрын
You can specify on elements if they should be LTR, RTL or dependent on culture. So if you ensure to construct your whole interface using vertical and horizontal divisions, and you allow the horizontal to flip order in RTL, this should hopefully work fine. I've tired this, but you have to specify the alignment to left by default so it can be inverted to right for RTL. But I'd love it if Ryan could go into more details because I would love to know more as well.
@OriginRow
@OriginRow 7 ай бұрын
Hi Ryan. Can I know how to change for particular culture. Hindi font is not getting supported by default in UE. How can I make it work ? Thanks in advance
@FrameFusion00
@FrameFusion00 7 ай бұрын
well something you could do for that is importing your own fonts since hindi doesn't come packet with unreal engine
@OriginRow
@OriginRow 7 ай бұрын
@@FrameFusion00 I have tried it. It's not working using composite fonts. Maybe I should work with sub font family. Thanks for reply 🙂
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